Zirnakaynin: Blood and Darkness: The Gladiatrix Saga

Game Master Dragoncat

A campaign set in the drow city of Zirnakaynin, following a band of gladiators as they fight their way to gold, glory and the promise of freedom.

Performance Combat Rules
Maps!

CROWD ATTITUDES!
Anabel: Indifferent
Brevka: Helpful
Kaxatja: Friendly
Lilamma: Friendly
Lyra'an: Helpful

VICTORY POINTS: 2

Current Date: Starday, 7th of Sarenith, 4705 AR


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Cwethan wrote:
I was curious how the different styles were shaking out, so I did a thing:

That's pretty interesting. I was surprised by the number of Peregrinus PCs, and I thought that there would be far more two-weapon styles using Diamachaerus and Scizore. Neat!


Thanks for clarifying, GM! I can work with that just fine.


Yeah, none of the styles readily matched a Kineticist. But I could easily see the Drow mocking a proud Deurgar. I envision his helm being shaped like a dwarf with comically over exaggerated features. I doubt that the Drow would be above laughing at that.


@Andostre: Especially considering the scizore is a martial weapon...

The Exchange

I was thinking Zasskin would have been given a helmet shaped like a Medusea to hide her beauty under a horrific visages.


@Cwethan, you missed Tyzyth, Drow Diamachaerus, here

I had to open the spoiler and check the traits to find the style...

Owner - Gator Games & Hobby

I surely did - Rats!

Just missed the small post once I wasn't going off of Yorick's helpful list, and was doing the eyeballing myself :-/


1 person marked this as a favorite.

I considered going with the scizore but I didnt think it would be very good for my drum.


1 person marked this as a favorite.

@Jazrok: That's what the free hand is for. :)


Here's an updated version of my twf drow slayer. Adjusted a background skill to include perform (might be important, lol) and added the background.

Tyzyth:

Tyzyth
Male Drow Slayer 1
CE M
Init +6; Senses darkvision (120’), light blindness; Perception +7

--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 studded leather, +4 Dex, +0 natural)
hp 14 (1d10 + 3 con + 1 fcb)
Fort +4, Ref +6, Will +1
Resist Immune to sleep, +2 racial bonus on saving throws against enchantment spells and effects,
Spell Resistance 7

--------------------
Offense
--------------------
Speed 30 ft.
Ranged Dagger +5 (1d4+3/19x2)(R 10’)
Melee Gladius +4 (1d6+3/19x2)
Melee (off-hand) Gladius +4 (1d6+1/19x2)

Spell-Like Abilities dancing lights, darkness, faerie fire (1X/day)

--------------------
Statistics
--------------------
Str 17, Dex 19, Con 15, Int 13, Wis 13, Cha 13
Base Atk +1; CMB +4; CMD 18
Feats: Two weapon fighting
Traits: Reactionary, Auctoratus, Diamachaerus
Adventuring Skills: Acrobatics +8, Bluff +5, Knowledge (local) +5, Perception +7, Sense Motive +5, Stealth +8, Survival +5
Background Skills: Perform (dance) +5, Lore (gladiators) +5
Languages Elven, Undercommon, Common
Other Gear None

0 GP, 0 SP, 0 CP

--------------------
Special Abilities
--------------------
Poison Use Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.

Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

Track (Ex): A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.

Background
Tyzyth grew up in Zirnakaynin and from a young age was fascinated with gladiators. He would go to the arena to watch every chance that he got. The roar of the crowd, the struggle between the gladiators knowing a wrong move could mean death, just the thought of it made his heart race. When he was just a boy, he would go home afterwards and grab his two wooden swords to pretend to be a gladiator himself.

As he grew older, he began to study the movements of the gladiators more closely, trying to guess what their next move would be, and second guessing them if they chose poorly. Once he was old enough to learn to wield real weapons, he practiced with short swords since they most closely resembled the gladius that was used in the arena.

His years of training turned him into a fine combatant. He began to tire of sparing with the other soldiers and looked forward to going out on patrols or raids. However, even this wasn’t what he wanted; killing some mindless creature wasn’t much of a challenge. To really put his abilities to the test, he needed to enter the arena. So that’s what he did. Now the cheers would be for him, not from him.

Dark Archive

Dotting for interest. I'll try to work up a character tomorrow, but I'll go ahead and roll stats.

4d6 ⇒ (2, 2, 6, 6) = 16 = 14
4d6 ⇒ (3, 2, 5, 3) = 13 = 11
4d6 ⇒ (5, 6, 4, 4) = 19 = 15
4d6 ⇒ (3, 1, 6, 3) = 13 = 12
4d6 ⇒ (4, 1, 3, 3) = 11 = 10
4d6 ⇒ (6, 5, 5, 3) = 19 = 16

Not the best I've seen, but a far cry from the worst. I'll take it.

Sovereign Court

I did notice that not many have added their Performance Combat modifier to their stats. I would suggest doing so as it will be used a lot (I think).

The Exchange

I've add my Performance Combat modifier now.


GM, could I ask for a custom style trait?

Psychic Armaments
Torsten’s psychic powers allow him to manifest arms and armor out of pure will power. This is often a crowd pleasure, as the Deurgar is able to mimic many gladiatorial styles. From the comical helms of the Andabata, to the spear fighting of the Hoplomachus, and the ranged power of the Sagittarius, He is able to adapt. This has helped keep him from becoming boring to the crowd.
Effect: Devastating Infusion counts as a performance weapon

——-

Figure that when he hits lvl2, he will be able to create psychic armor. And with him making weapons on the fly, this duergar would be a useful gladiator to keep around.


Dragoncat wrote:
@Jazrok: That's what the free hand is for. :)

Okay, okay, fine, it has just as much to do with losing martial weapon proficiency.

While you were all playing with the blade, I studied the DRUM.


@Torsten: I think I'd be more comfortable with you sticking with the established style traits.

I'm saying this because I'm concerned that the trait you proposed would essentially allow your character to fill multiple styles and make other gladiators redundant, style-wise.


Roger. Hadn’t considered that. Was just looking for a way to compensate for atrociously bad Cha for performance combat


@Torsten: To be honest, I think I'd let your infusions count as performance weapons already. I mean, you're lifting earth with your mind and using it as a weapon.


Wonderful! Thank you


1 person marked this as a favorite.

I was gonna say doing flashy infusions should count for performance just like a spell would.

Dark Archive

Well, it was a tough decision. I actually created two different characters with very different attitudes and styles, but in the end, I'm going with Mouse. Mouse is a halfling lass whose style is very acrobatic. I'll put her in a proper alias if I am selected.

Mouse:
Halfling unchained rogue (acrobat) 1 (Pathfinder RPG Advanced Player's Guide 132, Pathfinder Unchained 20)
NE Small humanoid (halfling)
Init +5; Senses Perception +6
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size)
hp 10 (1d8+2)
Fort +2, Ref +7, Will +1; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee gladius +3 (1d4+1/19-20) or
. . gladius +3 (1d4/19-20)
Special Attacks sneak attack (unchained) +1d6
Performance Combat: +4
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 12, Int 10, Wis 11, Cha 17
Base Atk +0; CMB +0; CMD 14
Feats Two-weapon Fighting, Weapon Finesse
Traits Always ready, diamachaerus, intrepid volunteer (Climb)
Skills Acrobatics +10 (+6 to jump), Bluff +7, Climb +6, Diplomacy +7, Disable Device +5, Escape Artist +7, Perception +6, Perform (dance) +7, Sense Motive +4, Sleight of Hand +8, Stealth +12; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
SQ expert acrobat
Other Gear studded leather, gladius[UC], gladius[UC]
--------------------
Special Abilities
--------------------
Expert Acrobat (Ex) Many skills have no armor check penalty when wearing light armor, +2 Acrobatics, Fly when not wearing armor.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.


Lilamma Malphé, Kiton born skald is nearly ready to suffer into the arenas for the perverse enjoyment on Zon Kuthon


@Lilamma Malphé: Looks good, but you seem to be missing a trait. You have one more trait of your choice to pick.


And here's Jhael, my Dwarven Magus


Good call with grouping them by style, Cwethan! I'm going to steal that...

Updated list of submissions!

.

Andabata
Mama Cookie - Female Human Barbarian
Torsten Runeforger (Backstory) - Male Duergar Kineticist
Zasskin - Female Ganzis Ranger[/url]

Cestus
Cassandra - Female Human Monk
Lilist - Female Orc Brawler
Serisa - Female Oread Warpriest

Diamachaerus
Esseli the Gifted - Female Human Summoner
Mouse - Female Halfling Rogue
Tyzyth - Male Drow Slayer

Hoplomachus
Dyrtebble the ill - Male Kobold Druid
Spikey Berry Piercer - Leshy Barbarian

Murmillo
Hskaja - Male Nagaji Brawler

Peregrinus
Brarg - The Dog - Male Gnoll Fighter
Brevka (Backstory & Art Reference) - Female Half-Orc Bloodrager
Durra - Female Orc Druid
Jazrok - Male Hobgoblin Skald
Jhael Male Dwarf Magus
Lilamma Malphé - Female Tiefling Skald
Linus Volso (Backstory) - Male Human Fighter
Mambo - Female Goblin Cleric
Momoka Gozen - Female Aasimar Oracle

Retiarius
Evedro Androx - Male Drow Cavalier
Kaxatja - Female Drider

Sagitarrius
Anabel Imvara (Backstory) - Female Elf Shaman
Artemis Roen - Male Catfolk Bard
Xyveth Onadae - Male Elf Arcanist

Provocator

Scizore

Thraex

--

Let me know if I missed anyone! I know Rotkutz (Male Goblin Rogue) has a backstory but no crunch yet.

If you haven't gotten something in yet, Recruitment Ends Monday, August 5th


I guess I'm not surprised the Peregrinus is the most popular style. Nobody's gone for the Scizore so I'll build something with that.


Thanks for updating the submissions list, Yorick. :)


Ahdak Sklar-Quah:
It was the cruelest of fates that brought my father Istakkos Sklar-Quah and his family down here into the Darklands. Like the Sun I barely remember the storm that drove us into that lonely cave. It had the musk of bear about it yet we went in anyway for the voice of the wind and snow was like that of Fenris himself. Teeth chattering from the cold it took father a long time to start the fire and by this time time dogs where growling teeth bared at the back of the cave. With a burning brand in hand father checked the dark recesses and found naught but an old rockfall. With nothing to be done we ate a thin broth and bedded down for the night.

Like a fever dream I awoke to my mother’s screams in the dark. They had come and their nasty little crossbows silenced her screams. She fell in a drugged stupor at the feet of my father who’s back bristled with dark little arrows. They didn’t even bother shooting me, I was about five and no threat to anyone. One dark elf simply grabbed me by the hair and slung me over his shoulder. The warband dragged us below in chains and sold us at the slave market to a cruel master, an ancient elven matron of some proud house - where were never told the name.

There they set us to farming these god forsaken fungi which glowed in the dark, we had to wear special gloves lest they poison us but their sap still blistered our hands anyway. The worst bit was when we had to cut them up into little bits which were pounded into a mash. They gave off this sickly sweet aroma which gave you a strange euphoria and made your heart palpitate, father said the evil little things where luring us to our doom. The mash was fermented into this wickedly strong violet colored wine known as Death’s Head. I’m told it’s worth a fortune on the surface lands. I won’t touch the stuff even if you paid me for it brought my father low. It’s not right that a proud Shoanti warrior of Sun Clan should die down here in the darkness, poisoned by the wine he was forced to make.

How did I end up here in the pens? I guess I made a pest of myself. I suppose putting chili in the wine was a mistake, they whipped me well and good for that one. Still the Arena suits me, I was Bred for War! If I have to die here fine, but I’m going to go out the same way I came into this world - kicking and screaming!

Appearance:
Armed with a Scizore Ahdak cuts an imposing at hulking 6’6”. His oiled skin is covered in Shoanti tribal tattoos, he is most proud of his first one, that of a burning orc skull on his right bicep. The arena masters were pleased that it was visible despite the flimsy chain shirt they gave him. There is an animal magnetism to Ahdak, an aura which promises violence. He knows how to work the crowd and put the fear of god into his enemies.

Crunch:
Ahdak Sklar-Quah
Male human (Shoanti) brawler (exemplar) 1 (Pathfinder RPG Advanced Class Guide 23, 86)
CN Medium humanoid (human)
Init +2; Senses darkvision 60 ft.; Perception +4 (+6 while benefit from concealment or full concealment due to darkness or dim light)
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 11 (1d10+1)
Fort +3, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee scizore +8 (1d10+5) or
. . unarmed strike +7 (1d3+5)
Special Attacks martial flexibility 4/day
--------------------
Statistics
--------------------
Str 20, Dex 15, Con 13, Int 9, Wis 11, Cha 16
Base Atk +1; CMB +7 (+9 grapple); CMD 18 (20 vs. grapple)
Feats Combat Expertise, Dazzling Display, Deadly Aim, Power Attack, Unarmed Combatant, Weapon Focus
Traits bred for war (shoanti), Problem Slave, Scizore Style
Skills Acrobatics +4, Intimidate +8 (+10 while benefit from concealment or full concealment due to darkness or dim light), Linguistics +0, Perception +4 (+6 while benefit from concealment or full concealment due to darkness or dim light), Profession (brewer) +4, Sense Motive +4, Stealth +0 (+2 while benefit from concealment or full concealment due to darkness or dim light)
Languages Common, Elven, Shoanti
SQ brawler's cunning, call to arms, dimdweller, finesse weapon attack attribute, martial training
Other Gear chain shirt, scizore[UC]
--------------------
Special Abilities
--------------------
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Call to Arms (move action) (Ex) As a move action use 1 martial flexibility, allies in 30 ft are no longer flat-footed.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Dazzling Display (Scizore) Intimidate check to demoralize can affect those within 30' who see you.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Dimdweller +2 to Intimidate, Perception, and Stealth when in conceal due to darkness.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Weapon Focus (Close Weapons) Choose one weapon group. You become better at using that type of weapon.

Prerequisites: base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

I think Martial Flexibility is lots of fun. Can use it to pick up Hero's Display or whatever is needed. Down the line Ahdak will be able to inspire courage and share teamwork feats. I think both of these will be handy for gladiatorial combats. I'm thinking of the scenes in Gladiator the movie where they had to fight against whatever came out of the gates.


Third Trait Added ! (religious Trait)
Will work on a short backstory tomorrow


S+~~, I just saw this and I have a great gladiator I'd love to bring back, how much longer is admission open? And have you considered doing piecemeal armor?


@Wilhim: You have until August 5th to submit a character.

And I thought of doing piecemeal armour, but I decided against it for ease of bookkeeping.

RPG Superstar 2009 Top 16

Andostre wrote:
Torsten Runeforger wrote:
Any chance we could use feat tax rules? It’d make martial builds so much easier.
Dragoncat wrote:
@Torsten: Sure.

You're talking about the Elephant in the Room feat tax rules, right?

I'm just calling this out because I feel like a brief "sure" to a pretty significant change for character builds is going to get missed by some people. And I want to make sure that everyone knows what that is and that we're all talking about the same thing.

So question, how doest this affect the Finesse ability for Unchained Rogue since weapon finesse doesn't really exist and the selected weapons are just finesse weapons?

Finesse Training (Ex)
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.


@Mark Thomas 66: Unchained Rogues wouldn't get it as a bonus feat, but they'd still get the DEX to damage feature for their weapon of choice at 3rd level.

EDIT: Actually, never mind that. Just looked it up:

Feat Tax Rules wrote:

The rogue’s Finesse Training class feature has been

adjusted to account for equipment rule changes - specifically in regard to finesse and agile weapons. Additionally, the Combat Swipe rogue talent is no longer available.

Finesse Training
At 1st level, a rogue gains Deft Maneuvers as a bonus feat. In addition, starting at 3rd level, she can select any one weapon group listed under the fighter’s Weapon Training class feature. Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with a finesse weapon or an agile weapon from this group, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon group at 11th level and a third at 19th level.

RPG Superstar 2009 Top 16

So would I be able to take a replacement bonus feat like Weapon focus (light blades) or is it just a lost aspect of the class feature?

Edit: Okay cool!


I edited my above post. It should have the information you're looking for.

RPG Superstar 2009 Top 16

Perfect.


So I don't see anything in the style feats for a barehanded fighter like a monk or brawler, thoughts?


@Wilhim: The cestus fighting style is focused around unarmed strikes with the cestus.

Dark Archive

Mouse has been updated to comply with feat tax rules.

Mouse:

Halfling unchained rogue (acrobat) 1 (Pathfinder RPG Advanced Player's Guide 132, Pathfinder Unchained 20)
NE Small humanoid (halfling)
Init +5; Senses Perception +6
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size)
hp 10 (1d8+2)
Fort +2, Ref +7, Will +1; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee gladius +3 (1d4+1/19-20) or
. . gladius +3 (1d4/19-20)
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 12, Int 10, Wis 11, Cha 17
Base Atk +0; CMB +3; CMD 14
Feats Agile Maneuvers, Two-weapon Fighting
Traits Always ready, diamachaerus, intrepid volunteer (skill)
Skills Acrobatics +10 (+6 to jump), Bluff +7, Climb +6, Diplomacy +7, Disable Device +5, Escape Artist +7, Perception +6, Perform (dance) +7, Sense Motive +4, Sleight of Hand +8, Stealth +12; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
SQ expert acrobat, finesse weapon attack attribute
Other Gear studded leather, gladius[UC], gladius[UC]
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Expert Acrobat (Ex) Many skills have no armor check penalty when wearing light armor, +2 Acrobatics, Fly when not wearing armor.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

I wish that someone more skilled than I am would apply the feat tax rules to Hero Lab as an option!

EDIT: Nevermind. Someone did! I found them.


Dragoncat wrote:
And I thought of doing piecemeal armour, but I decided against it for ease of bookkeeping.

Its bookkeeping primarily on the player end so not too bad for you Dragoncat. Piecemeal is probably best used in situations where the player doesn't have a lot of control over what armor they can piece together. You can make some broken armors with it. This game is probably a good fit for it because it's not like we can run down to the shop to get the exact bit we need.


Dragoncat, I have a few questions on my character build:

Tiefling Don't have racial weapons, but the spiked chain (an exotic weapon) is associated with Kythons and Zon Kuthon's followers. I can't get Exotic weapon proficiency feat at level 1, as it need a +1 Bab and a starting skald as +0 Bab. So should I get another Style trait? (if so, maybe Retarius or Scizore would fit)

Didn't get an answer for the variant ability, a few days ago:
Variant tiefling ability, Blood of fiends, p16-18: 1d100 ⇒ 33
33:You gain DR 2/silver.
if that seems too powerful for you, I'm willing to switch for 32 or 34, which are really in character :
32 You can sense weakness, granting you a +1 bonus on all rolls to confirm critical hits.
33 You gain DR 2/silver.
34 You do not lose consciousness until you are reduced to –5 hit points.


@Lilamma Malphé: I'll let you be proficient with a spiked chain if you take the Peregrinus trait. (I really should've put that in the trait description...)

Also, I am allowing variant abilities for aasimars and tieflings. Go ahead and use the DR 2/silver ability you rolled.

@Wilhim: I don't want to use the piecemeal armour rules. I'm comfortable with the armours I've chosen for the campaign.


Backstory and finishing touches done (hopefully!)


I expanded a little on Ahdak Sklar-Quah's appearance:

Appearance:
Even unarmed Ahdak cuts an imposing figure, a hulking 6’6” with arms like tree trunks and rippling muscles a statue would be jealous of. His oiled skin is covered in Shoanti tribal tattoos, he is most proud of his first one, that of a burning orc skull on his right bicep. The arena masters were pleased that it was visible despite the flimsy chain shirt they gave him. On his back he has a skeletal hand wreathed in flames. Cut off from the sun and aided by strange alchemical reagents, Ahdak’s blue eyes grew to unnatural size and he found himself able to see in utter darkness. In the arena he is armed with a Scizore and arboured in chain. There is an animal magnetism to Ahdak, an aura which promises violence, he knows how to work the crowd and put the fear of god into his enemies.


I present Lyra'an, Fetchling Knifemaster Rogue. Strike first, make it count, look them in the eye while doing it.

She fights like a mixture of Achilles in Troy and Milla's character in Ultraviolet.

Background
Born and raised on the plane of shadow among a small enclave of kayal, Lyra'an’s life would take a drastic turn, when her parents, seeking to flee their ruthless umbral dragon master, encountered a planeshifting mishap, finding themselves in the darklands, in the midst of a battle between drow houses.

Her parents, already weakened, were killed in the ensuing chaos, but the young girl managed to escape. Clever and quick, she survived for years on the streets of Zirnakaynin, doing whatever she had to in order to survive, developing into quite the cunning little street rat…..until the day she tried to steal from Mistress Xandayah, 3rd daughter of a powerful house, the drow noble ran the most successful brothel in the city. An accomplished sorceress as well, the would be victim easily disabled the girl, finding an odd amusement in her attacker, and seeing potential in the girl’s savage beauty.

Taking her in and cleaning her up the drow had her trained, uncovering a talent for both dancing and the arts of pleasure. In truth Lyra'an was not all that opposed to her new lot in life. Most of Mistress Xandayah’s clients were nobles as well, third and fourth daughters of noble houses, frustrated with their lesser status and looking to blow off steam with the exotic bed slaves Mistress Xandayah had to offer. But the night her services were bought by a noble son, looking to vent his frustrations on a lower race female, was a problem.

That first time, Xandayah was able to pass off the reckless lad’s death as payment for damaging her property. Fair recompense, but the girl’s skill with a hidden blade, and fierce personality became a growing problem. After having to dispose of a few more bodies, Xandayah decided to make the most of her investment by selling the girl into the arena, netting herself quite the sum from House Volatexia for the exotic arena attraction.


@Lyra'an: Looks good!

One problem with your profile, though--the link to your character's appearance doesn't work.


@Dragoncat: I think my submission is complete. I answered a bunch of questions regarding descriptors and values of my character so the rest of the backstory I wrote up was just narrative to help provide the feel of the character rather than provide all the information I could. I wasn't sure how you wanted us to format our submissions so please let me know if you'd like something different. ~Spikey


@Spikey: Looks good!


Dragoncat wrote:

@Lyra'an: Looks good!

One problem with your profile, though--the link to your character's appearance doesn't work.

Thanks. Will fix in a bit


I've gone back and forth about whether or not I wanted to add another campaign, but this is one I don't want to miss. (Also, predictably for PBP, a couple of my existing campaigns look like they're dying. So I'll have the time.) So here's Drahkn, a kobold slave who fights as a mini-dragon, with maw, claws, and tail. I'll be taking him up in Draconic Bloodrager until I qualify for Dragon Disciple, then following that path until I run out of DD levels.

Kobolds don't get a special FCB for Bloodrager. Is there any chance I could take the Barbarian FCB? To whit:

Quote:


Barbarian: While you are raging, your racial natural attacks deal +1/4 point of damage.

(As of now he's built with the generic +1 HP for FCB.)

Also, I'll definitely be taking a lot of the Kobold racial feats like Draconic Aspect, Draconic Breath, Noxious Bite (not technically a Kobold racial feat, but close enough. How many PC races can get a breath weapon?) etc. Gotta play up the "paragon of my race" line as a Peregrinus.

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